Tuesday, January 4, 2011

General Rules: Feats - Weave Ward

Weave Ward [Item Creation] (from Spells & Spellcraft)
You can create semi-permanent areas of magical effect by tying spells to a particular location via wardstones.
   Prerequisite: Intelligence 13+, arcane spellcaster level 5th+.
   Benefit: You can imbue a location with a range of abjuration and divination spells by weaving a magical ward into a central arcane anchor point. Warding a location requires one day for each 1,000 shillings in its base price. To weave a ward, the spellcaster must spend 125 of the ward's base price in experience points and use up raw materials costing half of this base price. The market value of weaving a ward is equal to its base price.

A new ward has 50 charges.

Any ward that stores a spell with costly material components or an experience point cost also carries a commensurate cost. In addition to the costs derived from the base price, the character must expend the material component or pay the experience points when creating a ward.

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